Astute Sentry (Fighter/Ranger)
Astute sentries are warriors without peer in their combat training, focusing on only two paths to the exclusion of all others. Once the paths have been chosen, they follow them with complete devotion, no matter where their journey takes them. Since astute sentries are less reliant on armor, they dedicate their time to training in their weapons of choice. By focusing on one combat style and then the other, the astute sentry improves his prowess with his weapons of focus by obtaining strong versatility with them, despite his limited choice of weapons. (Original Concept by JonathonWilder)
Primary Class: Fighter.
Secondary Class: Ranger.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The astute sentry selects six ranger skills to add to his class skills in addition to the normal fighter class skills. The astute sentry gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The astute sentry is proficient with all simple and martial weapons, with light and medium armor, and with shields (including tower shields).
Track (Ex): At 1st level, an astute sentry gains the ranger’s track ability. This ability replaces the bonus feat gained at 1st level.
Favored Combat Style Feat (Ex): At 2nd level, an astute sentry gains the ranger’s combat style feat ability and selects one style of combat to pursue. He may select from any combat style option described in the ranger’s ability description. The astute sentry’s favored style expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a favored combat style, it cannot be changed. This ability replaces the bonus feats gained at 2nd, 6th, 10th, 14th and 18th level.
Endurance (Ex): At 3rd level, an astute sentry gains Endurance as a bonus feat. This ability replaces armor training 1.
Secondary Combat Style Feat (Ex): At 4th level, an astute sentry selects a second style of combat to pursue. He may select from any combat style option described in the ranger’s ability description that he has not already chosen. The astute sentry’s secondary style expertise manifests in the form of bonus feats at 4th, 8th, 12th, 16th, and 20th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. The benefits of the astute sentry’s secondary style feats apply only when he wears light, medium, or no armor. He loses all benefits of his secondary combat style feats when wearing heavy armor. Once a ranger selects a secondary combat style, it cannot be changed. This ability replaces the bonus feats gained at 4th, 8th, 12th, 16th, and 20th level.
Weapon Style Training (Ex): This is exactly like the fighter’s weapon training ability, except that the astute sentry must choose either his favored or secondary combat style. He gains a +1 bonus on attack and damage rolls with weapons from his chosen combat style weapon group. Every four levels thereafter (9th, 13th, and 17th), an astute sentry gains an additional +1 bonus on attack and damage rolls when using a weapon from this style group. He also adds this bonus to any combat maneuver checks made with weapons from this style group. This bonus also applies to the astute sentry’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this style group. An astute sentry does not gain any bonuses with any additional weapon style groups.
Weapon style groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups), and refer to those listed in the fighter’s weapon training class feature:
Archery: This style group includes all weapons from the Bows weapon group. At GM’s discretion, it can be expanded to include weapons from the Firearm and Throwing weapon groups.
Crossbow: This style group includes all weapons from the Crossbows weapon group.
Mounted Combat: This group includes all weapons from the Polearms and Spears weapon groups, plus any weapon with the reach special weapon feature.
Natural Weapon: This group includes all weapons from the Natural weapon group.
Two-Handed: This group includes all two-handed melee weapons from the Axe, Blades (Heavy), Double, Flails, Hammer, Polearms, and Spears weapon groups.
Two-Weapon: This group includes all one-handed melee weapons from the Axe, Blades (Heavy), Blades (Light), Flails, and Hammers weapon groups.
Sword and Shield: This group includes all shields and all one-handed melee weapons the Axe, Blades (Heavy), Blades (Light), Flails, Hammers, and Spears weapon groups.
Evasion (Ex): At 7th level, an astute sentry gains the ranger’s evasion ability. This ability replaces armor training 2.
Quarry (Ex): At 11th level, and astute sentry gains the ranger’s quarry ability. This ability replaces armor training 3.
Improved Evasion (Ex): At 15th level, an astute sentry gains the ranger’s improved evasion ability. This ability replaces armor training 4.
Improved Quarry (Ex): At 19th level, and astute sentry gains the ranger’s improved quarry ability. This ability replaces armor mastery.
Weapon Style Mastery (Ex): This is exactly like the fighter’s weapon mastery ability, except that the astute sentry chooses one weapon from the combat style weapon group chosen for his weapon style training class feature. Any attacks made with the chosen weapon automatically confirms all critical threats and has its damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Table: Astute Sentry